Resident Evil Requiem Review Calls the Game a Sublime Sepulchre
resident evil requiem is framed in a recent review as a tightly constructed collision of survival-horror and action, built around two characters whose worst day at work reshapes their lives and forces them to risk everything to save a girl — and possibly the world.
Two protagonists, one dreadful day
The review centers on Grace Ashcroft and Leon S. Kennedy. Grace is introduced as the daughter of a woman murdered for mysterious but significant reasons; she is called to another murder tied to a case she is tracking for the FBI and returns to the hotel where she watched her mother die. Leon, who might view Grace’s ordeal as just another day at work, is ill and racing against the clock to find a cure for something he doesn’t understand. Fatefully, their paths cross and together they must save themselves, a girl, and the world — they do not know who is pulling what strings, but that uncertainty only propels them to keep fighting.
Resident Evil Requiem: A Sublime Sepulchre
The review describes the game’s locations as a series of interconnected playgrounds for fear: the Rhodes Hill Care Center hotel, sterile-white labs and Raccoon City itself hold dormant secrets that drive the narrative. The reviewer highlights absurd puzzles that include sparkling gems, search-action gauntlets and a scavenger hunt for detonator parts, all presented as part of Capcom’s playbook in this entry.
From roundhouse kicks to motorcycle chases
Gameplay details are concrete and often outrageous: roundhouse-kicking zombies, physics-defying motorcycle chases and a chainsaw the reviewer says has haunted them for years. The review calls the game fantastic — a revelatory mix of terrifying survival-horror and action that remains sentimental about its characters at the edge of excess. It is described as goofy, schlocky and excessive, yet also a masterclass in refinement and a tour de force of gameplay born of 30 years of lessons learned; the reviewer sums the sentiment as "Requiem is Resident Evil at its finest. "
Moments that land and moments that repulse
The review gives scene-level color: the shakiness of Grace’s hands in first-person that mirrors the reviewer’s hushed breaths on their couch as an undead hulking chef with a machete-sized kitchen knife stalks them; Leon’s copious one-liners that cap off laughter after the reviewer plunges a hatchet into a pustulating, walking blister and watches it explode into a fountain of blood in third-person. The reviewer details both stealth and full-frontal encounters — inching closer to a zombie to sneak around it or sprinting into a horde — and says those choices deliver the scares and tension they crave.
Enemies and grotesques up close
The review does not spare grisly specifics: zombies that explode into reborn, festering amalgamations of blood and thickened muscle; a gigantic woman whose eyes verge on popping "like the world’s most disgusting boba" who relentlessly searches for the player. The reviewer admits they do care — and that Grace does too — but frames that care as irrelevant to the immediate need to survive for both the girl and themselves, closing a paragraph with a trailing fragment: "these are our circumstances, and there is no o" (text ends incomplete in the provided excerpt).
A brief technical note from the performance piece
A short performance benchmark note accompanying coverage reads: "This should only take a few seconds. If you have issues, please do contact us, we want to learn about any problems. " The benchmark text is brief and focused on troubleshooting feedback rather than performance conclusions.
What comes next is unclear in the provided context.